用户:
guxia666查看:13 回复:15 评论:13 创建时间:2023-01-23T12:38:16
最近尹子给我推荐了一个up主的算法
我把它的思路用代码呈现了出来
上图:



代码:
var seedCode = Math.random()
var zoom = 200
var hei = 66
var height = 25
var noise = {}
Box3Vector3.prototype.dot3 = function (x, y, z) {
return this.x * x + this.y * y + this.z * z
}
var Cor3 = [new Box3Vector3(1, 1, 0), new Box3Vector3(-1, 1, 0), new Box3Vector3(1, -1, 0), new Box3Vector3(-1, -1, 0),
new Box3Vector3(1, 0, 1), new Box3Vector3(-1, 0, 1), new Box3Vector3(1, 0, -1), new Box3Vector3(-1, 0, -1),
new Box3Vector3(0, 1, 1), new Box3Vector3(0, -1, 1), new Box3Vector3(0, 1, -1), new Box3Vector3(0, -1, -1)]
var p = [151, 160, 137, 91, 90, 15,
131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
135, 130, 116, 188, 159, 86, 1喵, 100, 109, 198, 173, 186, 3, 喵, 52, 217, 226, 250, 124, 123,
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180]
var perm = new Array(512)
var CorP = new Array(512)
noise.seed = function (seed) {
if (seed > 0 && seed < 1) {
seed *= 65536;
}
seed = Math.floor(seed);
if (seed < 256) {
seed |= seed << 8;
}
for (var i = 0; i < 256; i++) {
var v
if (i & 1) {
v = p[i] ^ (seed & 255)
} else {
v = p[i] ^ ((seed >> 8) & 255)
}
perm[i] = perm[i + 256] = v
CorP[i] = CorP[i + 256] = Cor3[v % 12]
}
}
noise.seed(seedCode)
var F2 = 0.5 * (Math.sqrt(3) - 1)
var G2 = (3 - Math.sqrt(3)) / 6
var F3 = 1 / 3
var G3 = 1 / 6
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10)
}
function lerp(a, b, t) {
return (1 - t) * a + t * b
}
noise.perlin3 = function (x, y, z) {
var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z)
x = x - X; y = y - Y; z = z - Z
X = X & 255; Y = Y & 255; Z = Z & 255
var n000 = CorP[X + perm[Y + perm[Z]]].dot3(x, y, z)
var n001 = CorP[X + perm[Y + perm[Z + 1]]].dot3(x, y, z - 1)
var n010 = CorP[X + perm[Y + 1 + perm[Z]]].dot3(x, y - 1, z)
var n011 = CorP[X + perm[Y + 1 + perm[Z + 1]]].dot3(x, y - 1, z - 1)
var n100 = CorP[X + 1 + perm[Y + perm[Z]]].dot3(x - 1, y, z)
var n101 = CorP[X + 1 + perm[Y + perm[Z + 1]]].dot3(x - 1, y, z - 1)
var n110 = CorP[X + 1 + perm[Y + 1 + perm[Z]]].dot3(x - 1, y - 1, z)
var n111 = CorP[X + 1 + perm[Y + 1 + perm[Z + 1]]].dot3(x - 1, y - 1, z - 1)
var u = fade(x)
var v = fade(y)
var w = fade(z)
return lerp(
lerp(
lerp(n000, n100, u),
lerp(n001, n101, u), w),
lerp(
lerp(n010, n110, u),
lerp(n011, n111, u), w),
v)
}
var chunks = []
function initChunks() {
for (x = 0; x < voxels.shape.x; x += 16) {
for (z = 0; z < voxels.shape.z; z += 16) {
chunks.push(new Box3Vector3(x, 0, z))
}
}
}
function spawnOre(chunk, yRange, block, veinRange, spawnPercentage) {
var start = new Box3Vector3(chunk.x + Math.floor(Math.random() * 15), Math.floor(Math.random() * (yRange.hi - yRange.lo)) + yRange.lo, chunk.z + Math.floor(Math.random() * 15))
for (x = 0; x < veinRange.x; x++) {
for (y = 0; y < veinRange.y; y++) {
for (z = 0; z < veinRange.z; z++) {
(Math.random() <= spawnPercentage && voxels.getVoxelId(start.x, start.y, start.z) == 327) && voxels.setVoxelId(start.x + x, start.y + y, start.z + z, block)
}
}
}
}
function spawnTree(){
}
function fillTerrain(x, y, z) {
for (let i = y - 3; i < y; i++) {
voxels.setVoxelId(x, i, z, 125)
}
for (let i = 1; i < y - 4; i++) {
voxels.setVoxelId(x, i, z, 327)
}
var percentage = 1
for (let i = 0; i < 5; i++) {
if (Math.random() <= percentage) {
voxels.setVoxelId(x, i, z, 95)
}
percentage -= 0.2
}
}
var basic = 5
async function drawFrame() {
for (var y = 0; y < voxels.shape.z; y++) {
for (var x = 0; x < voxels.shape.x; x++) {
var value = noise.perlin3(x / zoom, y / zoom, height)
value = (1 + value) * 1.1 * hei
if (Math.round(value - basic) == 63) {
voxels.setVoxelId(x, value - basic, y, 135)
fillTerrain(x, value - basic, y)
} else {
if (value - basic > 63) {
voxels.setVoxelId(x, value - basic, y, 127)
fillTerrain(x, value - basic, y)
}
if (value - basic < 63) {
fillTerrain(x, value - basic, y)
for (let i = value - basic; i < 63; i++) {
voxels.setVoxelId(x, i, y, 3喵)
}
}
}
(x % 31 == 0) && await sleep(10)
}
}
initChunks()
chunks.forEach((chunk) => {
spawnOre(chunk, { lo: 1, hi: 15 }, 367, new Box3Vector3(2, 2, 2), 0.5)
for (let i = 0; i < 8; i++) {
spawnOre(chunk, { lo: 1, hi: 15 }, 105, new Box3Vector3(2, 2, 2), 0.5)
}
})
spawnTree()
}
drawFrame()
最后感谢尹子提供的算法()
耗时2周()